using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using ShootEm.Components;
using System.Runtime.InteropServices;

namespace ShootEm
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class ShootEm : Microsoft.Xna.Framework.Game
    {
        [DllImport("user32.dll", CharSet = CharSet.Auto)]
        public static extern uint MessageBox(IntPtr hWnd, String text, String caption, uint type);

        GraphicsDeviceManager graphics;
        public SpriteBatch spriteBatch;
        public bool play = false;
        Texture2D texture;
        Sight sight;
        //ArraySegment<Target> targets;
        float timer = 0f;
        float speedTimer = 0f;
        int birdSpeed = 5;
        float interval = 3000f;

        public ShootEm()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            this.graphics.IsFullScreen = false;
            this.graphics.PreferredBackBufferWidth = 1000;
            this.graphics.PreferredBackBufferHeight = 600;
            this.graphics.ApplyChanges();
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            if (play)
            {
                Target bird = new Target(this, 1000, 100, "Textures/bird", birdSpeed);
                Components.Add(bird);
                // TODO: Add your initialization logic here
            }
            else
                Components.Add(new PlayNow(this));
            Components.Add(new Score(this));
            this.sight = new Sight(this, 100, 100, "Textures/cursor", 0);
            Components.Add(sight);
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            texture = this.Content.Load<Texture2D>("Textures/bg");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            if (play)
            {
                timer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
                speedTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds;
                if (timer > interval)
                {
                    if (speedTimer > 10000f)
                    {
                        birdSpeed++;
                        speedTimer = 0f;
                    }
                    Random random = new Random();
                    int randomY = random.Next(50, this.graphics.PreferredBackBufferHeight - 100);

                    Target bird = new Target(this, 1000, randomY, "Textures/bird", birdSpeed);

                    Components.Add(bird);
                    timer = 0;
                }
            }
            else
                birdSpeed = 5;
            Components.Remove(sight);
            Components.Add(sight);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            
            // TODO: Add your drawing code here
            this.spriteBatch.Begin();
            this.spriteBatch.Draw(this.texture,new Vector2(0,0),Color.White);
            this.spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
